Posts for Zoizite

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I don't know if this could help on the 100% run, but the folks over at Metroid2002 have found a new trick that is similar to the wall glitch in Metroid 1.
Kejardon wrote:
Super Metroid has just been officially broken wide open. I have no idea what the new NBMB percent is. It will take a while now to see what can all be done. I'm not really sure how this will affect low percent, though. Illy found a neat trick: If you're in a wall (such as in Crocamire's room, getting rammed into the spike wall by Crocamire), you can crouch, use the x-ray to force-stand, crouch, force-stand, not unlike Metroid I's wall jump. In fact, there is almost a way to make it *exactly* like Metroid I's wall jump. If you try to wall jump off an open door, you will trigger the room transition, and if you position it right, get stuck inside the door when it closes. Turn around so you're facing away from the door, then morph into a ball and do a crystal flash. Switch to x-ray scope and hold forward and run, and when the crystal flash ends Samus will x-ray, *not* force-crouch as would be expected (and which disables use of x-ray scope). And then from here, you can crouch and x-ray scope up as high as the wall goes. Get off at any point, or go straight through the top of the room, your choice. For some reason, that only works when you wall jump off a door facing left, and land in a door facing right. If you try and wall jump off a door facing right and land in a door facing left, you'll be able to crystal flash still, but the door will open when the crystal flash starts. >_> There are also other ways of getting slightly inside walls, such as freezing nest enemies a few pixels inside walls then running into the wall at a high speed. Plasma beam before Draygon now sounds rather easy. Heck, Plasma beam in a NBMB sounds feasible. And I'm probably going to need to put up a FAQ or something on how to travel outside of rooms. >_> and I'd like to go poking around in Super Metroid right now... but I have tests I need to study for tomorrow. >_<
http://www.metroid2002.com/forum/viewtopic.php?t=3000
If for honesty, you want apologies, I don't sympathize.
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Here I am... Kind of a bad pic, but oh well. Lots of us long-haired guys here. =)
If for honesty, you want apologies, I don't sympathize.
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I'll have to disagree here. For me, this falls in the glitch category. Why use only some useful glitches, and not all? I do see your point, I just disagree. =)
If for honesty, you want apologies, I don't sympathize.
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I'm really bad about doing this. I just played through Super Metroid and found myself saving at every room transition, loading if I screwed up a room. I did wind up with a 100% time of 1:11, though. My best is 1:37 without save stating. I find myself doing this more and more. I have to force myself to play normally sometimes.
If for honesty, you want apologies, I don't sympathize.
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FCEU for time attacking Directions: Arrows B: D A: Space Start: A Select: Tab Pause: RShift Frame Adv.: RCtrl Savestate: F1 Loadstate: F4 Increase State: Num+ Decrease State: Num- I use a Plastation 2 controller when I'm just playing.
If for honesty, you want apologies, I don't sympathize.
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Because all of the crash bombs are used on the previous boss, and you don't refill between Wily stages.
If for honesty, you want apologies, I don't sympathize.
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That's pretty cool. Thanks for the tip.
If for honesty, you want apologies, I don't sympathize.
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I didn't see my 1 item run nominated. Arc nominated my 100% run, not the 1 item. =P
Arc wrote:
...Metroid 100% by Zoizite (#202)...
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I can agree with FODA as well. There's something about playing on an emu that just doesn't keep me interested. When I put a game in my NES/PS2, I can usually play for a few hours. When using an emu, I find it VERY hard not to abuse savestates. Time attacking has got me in that habit, and it's hard to break. It's not as fun if I can undo all those deaths. I still play mainly by emu because I don't have a TV in my room, and it's a miracle if I can get some of my NES games to actually work, not to mention any battery games (zelda, ff) won't save anymore.
If for honesty, you want apologies, I don't sympathize.
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I planned on doing that for the last level, actually. Sorry no updates or anything, I have RL stuff to attend to at the moment, and I haven't been able to set aside much time at all.
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Ok, I understand. I'll test out 6 and 7 if I ever make a new run.
I've always wondered why in lots of the metroid videos you turn back and forth really fast while moving forward at some points, this is most noticeble right after entering the top row of brinstar. Is this to affect "random" factors?
Wobbling slows your movement very slightly. I use it if I need to slow down just a little bit for something, but not enough to stop, since stopping is significantly slower. In the last Brinstar room, it is used to let the zoomer get to the edge of the screen before it starts scrolling, so that it will start walking towards you, letting you jump a lot lower to clear it.
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Post subject: Re: please help.(desync problem)
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svcroller wrote:
I've been trying to watch the Sonic 2 movie by Quietust in Gens movie test 9c but it desyncs at the beginning of Aquatic Ruin Zone: Act 1 every time.(I've tried watching multiple times) It would be great if anyone could tell me how to fix this problem because I've been looking forward to a Sonic 2 movie for a while and I can't even watch it. =( Thanks in advance.
First of all, make sure you have the right ROM. Make sure you have the correct controller settings (6/3 buttons). There will be a warning on the movie selection part if it's wrong. Make sure you have the right sound sample rate. Works fine with these settings: ROM: Sonic the Hedgehog 2 (JUE) [!] Controller: 6 buttons for player 1 and 2. Sound: 44k CPU: Autodetect (USA)
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Spider-Waffle wrote:
5. Could jumping lower and landing on it save time?
You can't make the jump that way. Trust me. When recording, every frame before the one that works hits the ripper. Not once does it push me up to the platform.
Spider-Waffle wrote:
6. 2nd zoomer? I was thinking falling past the first 5 platforms and landing on the 6th as far right as possible, if the zoomer on it is a problem, maybe killing the purple zoomer at the top could help. Now when I look at it, since you fall so much slower for the first 3 blocks or so, you land pretty far right on the first platform anyway.
I'm still not sure what you mean. I picture would help a lot.
Spider-Waffle wrote:
7. I know it’s an extra object, but I was thinking maybe it could done such that the shot wouldn’t put the game over the threshold ie when there aren’t many objects on the screen, and then later when there become more it would help.
I don't see how stunning a zoomer would reduce lag.
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Spider-Waffle wrote:
I'll post what little I did today, should have more tomorow(or in like 14 hours). Times are given as the apear in avi. 1. 0:27 Could you get energy from this zoomer?
Not without slowing down. If I shoot one frame later I will either hit the door, or miss the zoomer. I forget which one was the reason I didn't get energy. I think I wound up missing the zoomer, but I'm not sure.
Spider-Waffle wrote:
2. 0:37 Is the only you reason you stand still before the skree gets to you, so you can set up the 2 in 1 shot? (that is that what happens right?)
I stand still, because the screen must not scroll before both are dead. If the screen scrolls, there is a zoomer by / in the tunnel (depends if none or one are dead when screen is scrolled).
Spider-Waffle wrote:
3. 0:38 Does landing on this zoomer (or any other like it) allow you jump lower, or save time from the boost?
It only saves time if the zoomer is traveling in the same direction as you.
Spider-Waffle wrote:
4. 0:55 It seems like there’s some slight slow-down at the top of in this jump (and every other one of equal or greater height done with spin-jump (maybe some of slightly lesser height)) I have a theory that this can be reduced or eliminated with non-spiI'll post what little I did today, should have more n jumps. Can you test it?
I'll test it if I do another Metroid run. ^^
Spider-Waffle wrote:
5. 1:01 I’m guessing you couldn’t handle this ripper like you did the first one? Could jumping lower and landing on it save time?
You can only sneak past the first ripper. On the others, if you try to go in-between them and the platform, you take damage 1-2 frames too early, and can't make the jump.
Spider-Waffle wrote:
6. 1:16 I was wondering if you could save time by falling left of the platform you run across before falling, as to spend less time running on platforms, doing this strat you have a number of options, which I could elaborate more on.
As far as I know, this is the only path you can take to not have to hit extra platforms on the way down, although I didn't test. Looking at it more closely, it looks like I would hit that 2nd zoomer or the ripper.
Spider-Waffle wrote:
7. 1:17 In this shaft (and ones like it), could stunning a zoomer that’s going to walk down help reduce lag?
I that would put even one more object on the screen (shot) possibly causing even more lag. I tested this when going up the shaft from Kraid's lair. I previously killed 2 zoomers to reduce lag, but it turns out the shots create even more lag.
Spider-Waffle wrote:
8. 1:37 Would going through the top two blocks help, so the zoomer would be lower, or maybe you’d have hit the top block too much and/or roll out?
I don't lose any time there. My foot is actually going through the zoomer, because of shooting it. Jumping higher would make the first jump higher (slower), and the 2nd jump waste height (slower). Rolling wastes 4-6 frames, due to stopping to morph.
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It doesn't really matter. I still hit the ledge, just a little later. I regain control on the same frame at the same spot. If I go far enough away that I don't hit the ledge, I'm so far away that it adds another 3-5 frames (forget exact amount). In other words, I tried it. =)
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4 hours and 1800 re-records later, I'm up another 9 frames after the second screen. I took 2 frames off from what Baxter had, plus another 4 on the second screen. I found out from his movie that hitting a low ceiling with more than just a 1 frame jump will cause you to fall faster. http://www.jx3.net/tdg/Zoi/r2zoi03.fcm - only to the third screen. It's time to get some sleep. [edit]I think that the frames lost might not be exact from what I wrote earlier. I'll do some more testing.[/edit]
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Spider-Waffle wrote:
I can't you believe you did that run in only 2 days, some nice new stuff in there.
A VERY long 2 days. I'm guessing 18-20 hours of work. [Edit]I am better through experience, also. Arc and I both came up with some new stuff between my 1-item run and this one. The re-record count is way off in that movie, btw. It should only be around 10,000.[/edit]
I have some questions/comments about a bunch of small stuff I'll try and post it soon.
Ask away. =)
I like the nice sig, does this mean you'll be running x-men mutant apocalypse, cause you should?
Thanks. I don't know that I've even played that game, so, no. I just felt like a needed a new avatar. Psylocke is cool... and PURPLE-ish!
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Thanks! I see the difference. I was having trouble getting the hits to be recognized that close together, but I guess it can be done. [Edit]I tested jumping. Jumping on a different frame doesn't change how many are lost. 1 frame is lost for 1-7 frame jumps. 2 frames are lost for 8+ frame jumps. This did not vary at all. I tested every frame over 10 frames.[/edit]
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Very nice discovery! With careful manipulation, you should be able to carve out the scenery to benefit you as you go.
If for honesty, you want apologies, I don't sympathize.
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FFDShow worked. Thanks! The quality is very good for the file size. I recommend using this on future videos as well, if it will turn out to be a similar size:quality ratio.
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I'm not so sure Megaman X2 deserves its star. Good movie and all, but I just don't feel it has enough "wow" to it.
I was thinking the save thing. I was suprised that Castlevania's star was taken. That was one of my favorites. I agree that SCV4 being a good star contender. Only one of them should be starred. The gameplay is too similar. I also agree that Ninja Gaiden 2 should be starred. All 3 of the NG movies are very high quality, but NG2 has the shadows. =)
If for honesty, you want apologies, I don't sympathize.
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If anyone wants to take on Metroid, I made a Metroid Tricks page last week. If you have any questions, feel free to ask in the Metroid topic, or on IRC, if I am on.
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Baxter wrote:
I'm not trying a Rockman 2 run, but I tried the first finishing the first screen, and it's 3 frames faster than your version. I think the main reason is you jump too often. Sometimes jumping slows you a frame down (I think).
I figured as much. I'm going to redo the level from start. Is there any chance you could put your version up somewhere so I can see it? I'm going to test out the jumping situation more thoroughly tomorrow. I won't have much chance to get anything done tonight.
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Is there any way to play this in Windows without using MPlayer? I can't find an installable codec for this.
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As my selection for my "Proposal and Challenge to Time Attackers," I have chosen to improve Morimoto and FinalFighter's Rockman 2. I chose this because it was, in my opinion, the second most difficult movie to improve (first being SMB1). It's mainly a challenge to myself to make myself a better time attacker. If anyone has anything they feel might be improvable, it would sure be helpful. =) Progress: Played for 4-5 hours for a 17 frame improvement, about halfway through the first stage (Bubbleman). This is very difficult. http://www.jx3.net/tdg/Zoi/r2zoi02.fcm
If for honesty, you want apologies, I don't sympathize.